The Concept Document - Intro Genre. Example: action-adventure, 3 rd - - PDF document

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The Concept Document - Intro Genre. Example: action-adventure, 3 rd - - PDF document

The Game Development Process Documentation The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design, by Kevin Oxland 1 The Concept Document - Overview Use to sell idea To


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The Game Development Process

Documentation

The Role of Documentation

  • The Concept Document
  • The Design Document

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document - Overview

  • Use to sell idea

– To investors, externally – To colleagues, internally

  • First document people will read (many, only

document they will read)

  • Always have a concept document

– Maybe exception for sequel – Maybe exception for development team of 1

  • Reflects abbreviated version of the game
  • Should be able to “play” game in “minds eye”

– Reader will bring preconceived notions, so be clear about what is innovative and different

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Concept Document - Overview

  • No “correct” way, but certain common

elements

  • Can include artists inspiration if involved in

the early design (“Picture worth a thousand words”)

– Rough sketches of characters/environment

  • Title page

– Title, author, one-sentence description – Example: “Norbot, Quest for Freedom”

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document - Intro

  • Genre.

– Example: action-adventure, 3rd person

  • Platform (maybe justify, maybe include 2nd-ary

platform)

– Example: All Game Consoles – If PC, provide specifications

  • Target audience (demographics)
  • Market research

– Indicate potential of game – Should justify target audience, genre, platform – Example: action-adventure best selling, but repetitive, so includes new themes. Family friendly so weapons are defensive …

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Concept Document – Expand Idea

  • Overview – high level, 1-2 paragraphs

– Example: 3rd person action adventure in fantasy setting, with puzzle solving and narrative…

  • Core objectives – player goal

– Example: Guide Norbot to safety – Example: Use robot attachments, get parts (hand, heart, soul) … stimulate player

  • Game play theme – conceptual premise

– Example: Robots, both bad and good, with switchable components

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document - Expand Idea

  • Game structure – how game proceeds

– Example: Several major worlds, sub-quests – Example: Expand capabilities of Norbot

  • Distinctive features – what sets game apart

– Example: Unique character, customizable robot – Example: Unique sub-worlds and puzzles

  • Character features – what the player avatar (if

appropriate) will do

– Example: Movmement, visual aids, weapons, maps, inventory

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Concept Document - Environment

  • Game world, description – includes look and

feel

– Example: modern robot city, recycling plant

  • Features that provide the game flavor

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document – Player Mechanics

  • Internal rules for how player will interact

with world (example of Norbot below)

– Character internals (hit points, stamina) – Rewards (powerups) – Environment interactions (pickup, drop items) – Maps (saving and loading) – Camera views – Control Mechanisms (interface with keys or console)

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Concept Document - Artifacts

  • Includes weapons, treasure, etc.
  • Details on use, general rule interaction
  • Friends and foes

– Not details, but general appearance and roles – Include main enemy

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document - Story

  • May be last if story is not important to

game

  • But sometimes story will interest audience

(and publisher) more

  • Game industry sucks at stories

– IMGD 1002. Storytelling in Interactive Media and Games

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Concept Document – Timeline and Misc

  • Timeline for development completion

– May include budget

  • Misc – anything else that should be said

about the concept of the game

– mocked-up screenshots, concept sketches, sample level designs, backstory, character descriptions, game balance discussions, and etc.

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Concept Document – What Next?

  • Will undergo several drafts before v1.0 (ready to

show publisher)

  • Feedback

– Development team (art, technical, producer) – Incorporate comments when appropriate

  • Not all feedback is appropriate
  • Pitch

– An art, so not always the designer (marketer?) – Storyboards, artwork, other props

  • Give your game a physical presence

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

The Design Document

  • How to build your game

– Written for development team – May take 4-6 months to complete

  • Analogy: building a house

– Architect plans building – sketches, blueprints, boundaries layout – May include miniature model – Contact authorities, permits materials – Then, finally, build – Should be the same for Game Development!

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland

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The Design Document

  • Should describe game in detail

– Innermost working to outermost visual feedback

  • One early component is “The Gameplay Spec”

– Highly detailed description of the game – Given to programmers

  • Also keep “Designers Notes”

– Ideas related to details in the spec – Analogous to comments in programming code … explains the “why” behind the “what” in the spec

  • Not everyone will read every part
  • How long? Long enough. 200-300 pages.
  • More details if time

Based on Ch 18-19, Gameplay and Design, by Kevin Oxland